(navigation image)
Home American Libraries | Canadian Libraries | Universal Library | Community Texts | Project Gutenberg | Children's Library | Biodiversity Heritage Library | Additional Collections
Search: Advanced Search
Anonymous User (login or join us)
Upload
See other formats

Full text of "Battletech (1989)(Infocom)"

The Crescent Hawk's Inception 






vS\ 




INSTRUCTION 
MANUAL 



[corporation 



Foi moie inloimauoii about Barr/pTtr/j. Media m on.wuU the- lolluwuig publications 

winrii arc available [rom FASA Corporal 

UiE-BaUleleflLMaoiUiL The Rules ol Wallas 

MechWdi noi Thp BalfloTrch. Role Playing ^ajlli' 

BanleTwh Teclumal Headum TO2i) 
Baulelccli Tecliiutiil Ktou 

FASA Corpoiaiion 

1026 West Van Bmou 
.0607 



CONTENTS 



Instruction Manual 


2 


Pacifica Map 


6 


Field Training Manual 


7 


WSP-1A WASP 


12 


Star Map 


14 


History 




The Succession Wars 


15 


The Successor Houses 


16 


TheYoungblood Family 


18 


Credits 


20 


We're Never Satisfied 


21 


If You Have Technical Problems 


21 


Copyright and Warranty 




Information 


21 



BATTLETECH Instruction Manual 1 



INSTRUCTION MANUAL 



I. The Screen Layout 

The BattleTech environment is composed of 
three windows. 

The Upper-Left Window serves several func- 
tions. As you move about in the game, iL 
describes the direction in which you are 
moving. During combat, it prints descriptive 
reports of each action performed by the bat- 
tling forces. (These descriptions may be short- 
ened or stopped altogether by selecting Brief 
or None when the computer prompts you to 
select Combat Messages at the beginning of 
each battle.) Lastly, at any time, a brief, ani- 
mated outtake might appear in this window. 
These brief segments pop up on their own to 
provide extra visual detail and flair to certain 
situations. 

The Lower-Left Window lists the characters in 
your party, along with bar-graph representa- 
tions of their three main attributes. (See the 
enclosed Field Training Manual for an explana- 
tion of each attribute.) During combat, this 
window becomes the command window. All 
options that you might need during combat 
will appear in this window, and you can 
maneuver through these commands just as you 
would in any other menu. 

The Right Window displays an overhead view 
of your characters and the surrounding terrain. 
This window will occasionally be partially or 
completely obscured by text descriptions of 
events and other pop-up windows or menus. 



BATTLETECH Instruction Manual 2 



II. The Main Menu 

As long as you're not in combat and the Right 
Window is unobscured, you can always press 
the space bar to bring up the Main Menu. This 
menu includes several options: 

Return to Game This cancels the menu and 
lets you get back to what you were doing. 

Change Game Settings Selecting this com- 
mand brings up another menu: 

Change Movement Rate - Normally, you 
move one space per key-click. This com- 
mand allows you to change this rate, from 
one space to two or four. 

Set Combat Speed - Using this command, 
you can customize the speed at which 
combat progresses. Most people will want 
combat to breeze along at a quick speed, si 
the game begins with the combat speed 
set to fastest. Those who want to slow 
things down, allowing them to spend more 
time reading combat messages and view- 
ing the animation, will want to choose a 
slower combat speed, or Keypress, which 
tells the computer to pause after each 
action and wait for you to press a key. 

Sound On/Off - This lets you toggle the 
sound on and off. 

Change Outtake Frequency - During com- 
bat, animated outtakes will occasionally 
appear to visually enhance the experience 
of combat. This command allows you to 
choose the frequency with which these 
outtakes will appear. 



Quit Game - Tins command allows you to 
end your play session. Don't forget to Save 
Game (in the Main Menu) beforehand so 
that you'll be able to take up where you left 
off. 

Cancel - This cancels the menu and lets 
you continue playing. 

Allocate Men in 'Mechs - This allows you to 
redistribute your men among the 'Mechs you 
control. (This command won't appear until 
there is a 'Mech in your party.) 

Inspect Character This lets you see detailed 
information about the health, abilities, and 
inventory of any character in your party. 

Heal Characters - This option lets your party 
rest and allows the party member who is most 
qualified as a medic to heal any injured play- 
ers. (Even someone with no medical training 
has a chance to give minor first aid to the 
wounded.) 

Load Game - You can at any point restore your 
game to a save you've previously made. See 
your Reference Card for details. 

Save Game - This lets you save your position in 
the game so that you can revert to that position 
later, using the Load Game command See voiu 
Reference Card for details. 

Show Overhead Map - Because the geography 
of BattleTech is so huge, the game comes com- 
plete with an expanded map that shows you 
more area in less detail than the normal terrain 
window. After accessing this map. you may 
scroll through it by pressing any arrow key. 
The map will then scroll in that direction, 
showing you any area that you have already 
visited. 



III. Movement 

Depending upon your hardware, you may use 
the keyboard to move around the BattleTech 
geography (see your Reference Card for de- 
tails). You may travel in any of the eight cardi- 
nal directions, as long as your path is not 
obstructed. 

Normally, each time you indicate a direction 
with the keyboard, you will move one square in 
that direction. If you're moving through open 
terrain, you may wish to change your move- 
ment rate (with the Change Game Settings 
command in the Main Menu) so that you can 
move around more quickly. 

IV. Combat 

When you are attacked, you will be given 
several options. First is the option to fight or 
flee. By choosing to fight, you always enter 
combat; but if you choose to flee, you will not 
always escape. 

Second is the option to have the computer 
fight for you. Choosing No tells the computer 
that you'd like to conduct your battle manually. 
By choosing Yes, you allow the computer to 
conduct the battle for you. The computer is 
reasonably intelligent and can fight as well as 
a somewhat experienced player. If the com- 
puter seems to be losing the fight, pressing the 
space bai tells the computer that you'd like to 
take over at the beginning of the next round. 

The thud choice is among the three levels of 
combat messages — the blow-by-blow battle 
descriptions. Verbose messages explain each 
action in detail. Brief messages are shortened, 
providing only essential information. If you 
choose None, the computer will provide no 
messages at all. 



BATTLETECH Instruction Manual 3 



Lastly, you can choose whether or not to see 
combat graphics. If you select Yes, you will see 
each aspect of the battle recreated in animated 
detail on your overhead map. If you select No, 
you won't see the graphic depiction. 

(If you select no combat graphics and no 
combat messages, you won't see any displays 
until the battle is over, unless you hit the space 
bar and enter manual combat commands.) 

Manual combat is quite straightforward and 
easy to master Weapons need only be tar- 
geted; the precise aiming and firing is done 
automatically. Using the scanning feature, you 
can quickly obtain information about any unit 
on the battlefield, such as what kind of weap 
ons it's firing or how close it is to death. 

When you select one of the movement 
commands below (Move. Walk, Run, 01 Jump), 
you are told how many movement points youi 
unit has and are prompted to move the cursoi 
where you want to go As you move the cursoi 
with your keyboard, the computer locates the 
shortest route to the cursor, and indicates it 
with a trail of arrows. The computer will 
automatically move the trail around buildings 
and other obstacles. 

If you exceed the number of movemenl 
points your unit has left, the cursoi will ch 
color; any further moves you indicate will be 
put toward next round's movemenl 

When you've moved the cursoi to youi 
desired destination, hit the space bai to con- 
firm your choice and return to the combal com- 
mands menu. 



Movement in combat is not only a mean 
getting from one place to the next; it's also an 
effective means of dodging enemy fire The 
more you move about, the less chance youi 
enemies have of hitting you. (Of course, youi 
targeting may suffer a bit as well.) 

When moving, you may wish to proceed in .1 
zig-zag motion, or back and forth from one spol 
to another. To do so. select a movement com 
mand and move the first leg of your zig-zag, 
confirming it with the space bar. Then selecl 
the same movement command and enter 111 Uu< 
second leg of the zig-zag, and so on until 
you've expended your movement points 

Assuming thai vou are conducting comb.;' 
manually, you will be given a combat com 
mands menu before each round of battle 
Below is an explanation of each command .11 
youi disposal: 

COMMANDS FOR INFANTRY COMBAT 
Move Tins allows you to move your men up In 
their allotted number of movement, points ['.'■■■ 
the above description of combat movemenl l<n 
details on how to move.) Once you Begin 
Fight, you will move toward the destination 
you have selected. 

Clear Moves This clears any previous orclfi; 
to move, allowing you to enter a new move 
menl destination, or just stay where yon aie 



BATTLETECH Instruction Manual 4 



COMMANDS FOR 
BATTLEMECH COMBAT: 

Walk - This commands your 'Mech to walk up 
to its allotted number of movement points. (See 
the above description of combat movement for 
details on how to move.) Once you Begin 
Fight, you will move toward the destination 
you have selected 

Run - This commands your 'Mech to run. You 
can go a bn further, but at the expense of some 
extra heat. Heat is the BaltleMech's enemy, it 
taxes the efficiency of the 'Mech and may 
ultimately cause a complete electrical shut- 
down. 

Jump - 'Mechs equipped with jump jets may 
employ them as a means of movement. This 
may allow the 'Mech to travel farther than 
Walking or Running if it is in rough terrain. 
Jump jets are not very efficient, however, so 
they tend to generate a good deal of extra heat. 
Jump can, however, be used when Walking 
and Running are inhibited by heat. 

Kick - When your 'Mech is alongside an enemy, 
you can Kick the enemy as a means of attack. 
Kicking is an effective means of attack, as it 
does considerable damage without generating 
as much heat as conventional weaponry. 

COMMANDS USED IN BOTH INFANTRY 
AND BATTLEMECH COMBAT: 
Use Weapon - This command is used to target 
your weapons against enemy units. First, 
select the weapon you'd like to fire (humans 
won't have a choice — they can only carry one 
weapon at a time). If this weapon is already 
targeted, you will be asked to confirm your 
decision to retarget it. Then, select its target 
with the Next Enemy and Target Here com 
mands. 



Computer - This tells the computer to enter the 
next round's movement and weapons com- 
mands for the current unit. You may instruct 
the computer to fight for any or all of your 
troops. Note that the computer will only enter 
commands for a unit; to execute the commands 
you must still select Begin Fight (see explana- 
tion below). 

Scan Unit - This initiates a sophisticated scan 
of any nearby units. When you begin a scan, 
the computer will prompt, you to choose be- 
tween a scan of Friends or one of Enemies. 
Once you've chosen, the computer will scan all 
units of the side you've chosen (using the Next 
Unit command) until you select Done. 

When you scan a 'Mech, the computer will 
report what class of 'Mech it sees and its direc- 
tion in reference to your position. You then 
have the option of seeing a Detail Scan, which 
includes the status of a "Mech's armor, internal 
structure, heat level, and weaponry. 

Scanning a human will show his physical 
well-being, his weapon, and his direction in 
reference to your position. 

Next Unit - Using Next Unit allows you to 
issue orders to the next member of your group, 
if there is one. 

Flee - 11 the odds weigh too heavily against 
you. Fleeing may prove the smartest option. 
You will not always manage to escape, how- 
ever 

Begin Fight - Once you've directed all move- 
ment, scanned any nearby units, and targeted 
all desired weapons, you must confirm your 
actions by telling the computer to Begin Fight 
The battle round will then commence. 



BATTLETECH Instruction Manual 5 



COMMONWEALTH BATTLEMECH CORPS 
FIELD TRAINING MANUAL 



Pacifica Training School 
Lyran Commonwealth Armed Forces 



I. Welcome 

Congratulations 1 Your achievements in the 
classroom have earned you a berth at the Paci- 
fica Training School, one of the Lyran 
Commonwealth's premiere BattleMech training 
facilities. Here, you will undertake the final 
stage of your preparation for MechWarnor 
certification. 

Over the next few weeks, you will perform a 
series of solo cockpit training missions, each 
one progressively harder than the last. You will 
be maneuvering a full-size, fully-operational 
BattleMech inside a specially designed arena, 
which simulates actual battlefield conditions. 
The firepower on board our 'Mechs consists of 
real, high-power weaponry - no toys or mock- 
ups. 



Our program is very demanding, but most 
would consider membership in the elite ranks 
of the Commonwealth BattleMech Corps to be 
reward enough. 

This manual will provide a quick introduction 
to the areas in which you will be taught. Best 
wishes for your success as a MechWarnor. 

Kommandant Earl Truth, Ret. 
Headmaster 

p.s. Your allowance or any other money sent 
from home will automatically be credited to 
your C-Bill account while you are enrolled in 
the school. 



BATTLETECH Instruction Manual 7 



II. The Mech Warrior 

ATTRIBUTES 

As an aspirant to MechWarnor status, you will 
mature in three closely monitored personal 
attributes, namely Body, Dexterity, and Cha- 
risma. 

Body is a measurement of your overall 
physical strength, as well as your stamina and 
physical constitution. As you tone this attrib- 
ute, you will find combat less of a strain, and 
you will be able to withstand a good deal more 
physical abuse without faltering or buckling 
under. 

Dexterity measures your coordination, 
reflexes, and agility. You must heighten these 
traits if you wish to outmaneuver youi enemy 
in BattleMech maneuvers and in hand-to-hand 
combat. 

Also, no MechWarnor can be without Cha- 
risma, the measurement of one's physical 
appearance, personal magnetism, and strength 
of presence. While this less-tangible trail, can'l 
overpower a MechWarnor's enemies in com- 
bat, it can help attach him to a strong Lance, as 
well as aid him in talking his way out of a tight 
bind. 

The great MechWarnors - those who are 
appointed to command positions - have honed 
themselves in all three attributes through 
training and battlefield experience. 



SKILLS 

In addition to the three main attributes, their 
are seven secondary skills in which you may 
train. While your MechWarnor training dwells 
mainly in the two areas employed in Battle 
Mech combat, Gunnery and Piloting, you may 
want to try to heighten your skills in one or two 
of the other areas as well. A crack rifleman will 
be of great aid to a Lance in infantry combal 
just as no successful Lance should be wit fioul 
a good doctor or technician. Here is a list ol Liu? 
seven skill fields: 

Combat Skills 

Bow/Blade - Combat proficiency with bow- 
blades, and thrown weapons. 

Pistol Ability with small, hand-held projec 
tile weapons, from revolvers to dart guns La 
laser pistols. 

Rifle Combat skill with two-handed pro 
tile weapons, including all rifles, subma- 
chine guns, and missile launchers. 

Mech-Related Skills: 

Gunnery - A pilot's facility with 'Mech- 
mount.ed weaponry. 

Piloting Pioficiency at the controls of a 
'Mech 

Other Skills 

Medical The administration of proper 
health care to the wounded. 

Technician The ability to service, repair, 
and salvage "Mechs in the field. 



BATTLETECH Instruction Manual 8 



While rudimentary competence in any skill can 
be built with field practice, it's well-accepted 
that systematic training in the classroom is a 
more powerful tool for learning. Such training 
in the seven fields is usually accessible from 
wherever you are. Combat classes are offered 
at any local Lyran seat of government. 'Mech 
training is offered at any LCAF-certified train- 
ing arena. Medical training is offered at medi- 
cal schools and hospitals. Technical training is 
offered through tech schools, and at hands-on 
programs in participating shops and garages. 

Training generally costs a good deal of 
money, with courses ranging in price from 75 
to 1000+ C-Bills, but a well-developed skill can 
prove to be priceless when you are in need of 
medical help on the battlefield or engaged in a 
ground skirmish. 

Be well aware, however, that your primary 
concern during the next few weeks is youi 
BattleMech combat schooling; your personal 
training in other skill areas must play a secon- 
dary role. The defense of the Commonwealth 
depends upon your role as a MechWarnor, not 
as a full-time student. 



III. The BattleMech 

PHYSICAL CONSTRUCTION 

A basic knowledge of the physical make-up of 
a Mech is necessary before the pilot can safely 
and successfully lead a 'Mech into combat. 
What follows is a brief explanation of the 
general components of the BattleMech: 

Skeleton - At the heart of every BattleMech is 
a "skeleton" much like that of a human being. 
Several dozen "bones" - each fabricated to 
resist structural damage and combat stress 
while meeting exacting weight limits - make 
up the BattleMech's skeleton This skeletal 
structure allows the Mech to absorb enormous 
levels of physical damage without compromis- 
ing its performance in battle. 

Muscles - Most of the larger actions of which a 
'Mech is capable are driven by thick bundles of 
polyacetylene fiber which contract and expand 
under the influence of a controlled electrical 
current, in much the same way as the muscles 
of a human being. While these fibrous bundles 
seldom receive more than minor damage in 
battle, the smaller, more delicate actuators 
which control the highly precise motions of 
mounted weaponry and sensory attachments 
are all too susceptible to the effects of battle. 
Most 'Mech service areas are well-eguipped to 
correcl actuatoi problems. 



BATTLETECH Instruction Manual 9 



Armor - To protect the 'Mech and pilot from 
today's high-energy battlefield, 'Mechs are 
outfitted with a rigid composite of dense 
metals, designed to absorb laser blasts, par- 
ticle beams and projectile attacks. While only 
inches thick, the two-shell combination of 
treated steel and boron nitride is quite heavy, 
and so as protection is increased, mobility 
sharply declines. For this reason. 'Mech manu- 
facturers typically build 'Mechs of several 
different weight classes. The light 'Mech has 
greater mobility and can dodge fire more 
effectively than a heavier model, but once hit, 
its internal structure is more likely to have 
been penetrated. 

Power Plant - The immense power require- 
ments of a multi-ton war machine are met by 
an on-board fusion reactor. The fusion power 
plant can generate plenty of energy for even 
gigantic 'Mechs, but in doing so, it also pro- 
duces high levels of waste heat which threaten 
the efficiency of the 'Mech's inner functions, 
even to the point of crippling them. Thus 
special "heat sinks" were developed to dispose 
of waste heat. Unfortunately, these crucial 
devices are fashioned from a ceramic material 
which is very susceptible to stress and frac- 
ture, so the MechWarrior will probably find 
himself replacing his heat sinks often and at 
great expense. (Thrifty pilots have been known 
to ignore damaged or destroyed heat sinks, 
preferring to cool their 'Mech manually by 
travelling through water masses.) 

Life Support System - The crew cabin of a 
'Mech generally holds two humans, a pilot and 
a passenger. The cabin environment is care- 
fully controlled, providing protection from 
combat damage, as well as from the high levels 
of heat and radiation generated by the power 
plant. In case of a catastrophe, the cabin is 
equipped for speedy evacuation 



MOVEMENT 

Depending upon its weight and size, a Battle 
Mech may reach walking or running speeds 
ranging from 40 to 100 kilometers per hour in 
open terrain. Travel speed may be slower 
depending upon the terrain, but virtually no 
obstacle will prove insurmountable to the 
'Mech. 

Some 'Mechs are outfitted with jump jets, 
which allow them to jump a limited distance 
These may prove handy when a pilot encoun- 
ters a small patch of obstructive terrain which, 
without jump jets, would prove to be an ardu- 
ous obstacle. 

While all BattleMechs can move through 
shallow masses of water, most are unable to 
operate efficiently when wading through 
deeper waters. 

COMBAT 

'Mech combat is an unrefined science. Every 
veteran 'Mech pilot has developed a unique 
style and strategy, and little agreement has 
been reached on "correct" battle techniques. If 
any strategic conventions have emerged, they 
are the predictable tactics employed by the 
unimaginative battle computers found in every 
Mech cockpit. 

These combat computers, which can be 
activated and deactivated at the pilot's fancy, 
instruct the "Mech to pick a target, move 
unerringly towards it, and destroy it with all 
available firepower. The computer will con- 
tinue this pattern until all visible enemies have 
been dealt with. This battle algorithm is 
effective in combat where the odds stack up in 
your favor, but if the opposition is strong, you'll 
want to keep manual control over your 'Mech's 
combat facilities. Remember: you are here to 
learn how to fight a battle, not how to watch 
one. 



BATTLETECH Instruction Manual 10 



Here are a few pointers to keep in mind 
during combat: 

■ Use the terrain to your advantage. If you 
have to move quickly, travel across the 
wide-open ground. But when the firing 
commences, a 'Mech out in the open is like 
a soldier caught with his pants down. 
Forest provides good protection from your 
enemies, and the thicker the better. Water 
masses also provide some protection, and 
they can cool off a hot 'Mech as well. 

■ Use your scanning to locate the more dan- 
gerous enemies and open fire upon them 
first. The 'Mech that's put together like a 
weapons stockpile usually doesn't have 
room for much armor, so you can take them 
out with little work. 

■ Keep the enemy on its toes. The more you 
move about, the harder a time your oppo- 
nents will have of hitting you. Of course, 
your aim may suffer a bit as well. 

■ Successful combat strategies don't spring 
from the teachings of some Eighth Century 
Far-Eastern battle philosopher. They come 
from Lance CO 's who get some half-baked 
notion about how to overcome insurmount- 
able odds or succeed at the impossible. In 
short, never sell yourself short on the bat- 
tlefield. Your so-called insanity today could 
become textbook military procedure 
tomorrow. 

■ After your party has defeated its oppo- 
nents, remember to regroup at the point 
where combat began. This will reduce the 
risk of being caught by stray remnants of 
the opposing forces. 

■ And if all else fails, fire off one last salvo 
and get out. Fleeing isn't honorable, but 
getting killed and losing a 'Mech is neither 
proper nor wise. 



IV. Away from the School 

While training missions are typically quite 
brief, they are physically and emotionally 
demanding. Since we at the School realize this, 
we have not prepared any rigid timetable for 
your training. Rather, we allow you to advance 
at your own speed, undertaking the various 
training missions only when you feel you are 
ready. (Fast learners may, however, find that 
we are unable to prepare our training facilities 
quickly enough to keep up with them - it takes 
around a day for us to clean up and reset our 
training course after each mission.) 

In between missions, you will find much to 
do in the surrounding town. The Citadel - the 
planetary seat of government - hosts infantry 
combat courses which are quite valuable, 
despite their sizable tuition fees Luckily, the 
ComStar station next door has full banking and 
stock-trading facilities. 

You can rest up at your barracks, or pass 
time at the lounge. And for your shopping 
needs, local stores include a weapons shop, an 
armor shop (with full repair facilities), and 
a Mechit-Lube (that's a 'Mech service sta- 
tion, for you Flatlanders). 

Of course, we expect all students of the 
School to maintain mature behavior and a 
courteous attitude in class and free time. How- 
ever, should the student become involuntarily 
drawn into a bad situation, remember the 
reputation of the school you're attending and 
wreak some havoc. After all, do you want to be 
a MechWarnor or a librarian 7 (You'll find that 
ground combat is much like 'Mech combat, not 
surprising when you consider that 'Mechs 
were designed according to specifications 
perfected over millennia in the human body,) 

Occasionally the School allows students to 
travel the quiet countryside of Pacifica for a 
few days and visit the various towns to the 
north and west. You may inquire about taking 
vacation time after you've completed your first 
twelve missions. 



BATTLETECH Instruction Manual 11 



THE WSP-1A WASP 



OVERVIEW 

The WSP-1 A Wasp was the first recon 'Mech to 
be mass-produced for the Terran military. Since 
its initial production in 2471, the 'Mech has 
spread to all parts of Human-occupied space. 
Old Star League records show that thousands 
of Wasps were constructed in the four centu- 
ries preceding the Succession Wars. Though 
many of these have worn out or been de- 
stroyed, estimates show that more than half 
this total is still in operation. Further, some 
Wasp designs are still being constructed in 
some areas of the Successor States The large 
number of Wasps available for use should 
ensure that it remains among the main light 
recon 'Mechs of the Successor States for 
centuries to come. 

The Wasp design has always been used for 
general scouting and reconnaissance duty. Far 
too lightly armed and armored for battle, its 
speed and maneuverability can generally keep 
it out of major confrontations. 



STATISTICS 

Mass: 20 tons 
Chassis: 1A Type 3 
Power Plant GM 120 
Cruising Speed 66.5 kph 
Maximum Speed: 95.1 kph 
Jump Jets: Rawlings 52 

Jump Capacity: 180 m 
Armor: Durallex Light 
Armament: 

1 Diverse Optics Type 2 Medium Laser 

1 Bical SRM Twin-Rack 
Manufacturer General Mechanics. Inc. 
Communications System: Duoteck 65 
Targeting and Tracking System: Radcom TXX 



Type: 


WSP-1 A Wasp 


Tons 


Tonnage: 


20 Tons 


20 


Internal Structure: 




2 


Engine: 


120 GM 


4 


Walking MPs: 


6 




Running MPs: 


9 




Jumping MPs: 


6 




Heat Sinks: 


10 





Gyro: 




2 


Cockpit: 




3 


Armor Factor: 


48 


3 


Weapons and Ammo: 




Type 


Location 




Medium Laser 


Right Arm 




SRM 2 


Left Leg 




Ammo (SRM) 50 


Left Torso 




Jump Jets 


Right Leg 




Jump Jets 


Left Leg 




Jump Jets 


Center Torso 





BATTLETECH Instruction Manual 12 



INTERCOOLER 



TORSO MAINFRAME 



/ELBOW ACTUATOR 



JUMP JET INTAKE, 





H 

I 




O 








m 


Kn 


Cfl 


O 


Z 


a 


m 


m 


5 O 


3 


Z 


3 


L£> _, 


> 


m 


> 




JO 


3| 


r* 

s 

m 
O 








33 


> 




ZO 
O 35 


a> X 


O i 

03 r 




z 

O 

w 


m 

J) 


2 
m 

z 

H 


z 
p 


> 


c > 
-n 33 
> 3 




? 


I 




V) 




o > 












-* z 










c o 


. 




? 




33 m 




;: 


*g 


?! 




> 
0) 

-a 


5 1 

a 1 

o n 

in 


C>5 


-. 


to" 


~n 
fn 
J3 
m 

z 


m 


> 

M 

£> 

O 


< 

rr. 
< 

Z 
— 

m 

X 


9 
O 

H 
O 

H 
< 

m 




GYRO HOUSING 



■BALANCE STRUT 



■ LEG MAINSHAh I 



FOOT UNIT 



FOOT ACTUATOR 



FOOT CASTING 



BATTLETECH Instruction Manual 13 



"V 



\ TAMAR PACT 

* 

LYRAN COMMONWEALTH \ 
PROTECTORATE OF DONEGAL \ 



RASALHAUGE MILITARY / 
DISTRICT 



/ 

.' * 

/luthien 



DRACONIS 
COMBINE 



PESHT MILITARY 
DISTRICT 




PRINCIPALITY OF REGULUS 
FREE WORLD'S LEAGUE 



CRUCIS 
\ MARCH 



MAP OF THE SUCCESSOR STATES C. 3025 AD 
SUCCESSOR STATE BORDER 
STATE ADMINISTRATIVE BOUNDARY 
* CAPITALS 
+ MILITARY BASES 

o STOREHOUSES 

I I ADMINISTRATIVE HEADQUARTERS 

= 50 LIGHT YEARS 



•NEWSYRTIS 



CAPELLAN 
CONFEDERATION 



HISTORY 



The Succession Wars 
i >vei the past 1,000 years, man evolved a com- 
; ilex and burgeoning technology that paved the 
w.iy for the colonization of space. Man made 
life possible on outer planets by solving such 
vital problems as universal distribution of pure 
i i . effective government of far-flung 

voi Ids, and viable communications. 

However, man has become the victim of his 
own invention. The seeds of his destruction are 
planted in his technology. In ceaseless waves 
ol violent wars fought out of sheer lust for 
power, the Successor Houses have slaughtered 

i mold millions and unravelled more than a 
i liousand years of advancement. And still the 
: uihlessly fierce contest for supremacy contin- 

ies 

The First Succession War (2787-2821) left cities 
decimated, vital industries destroyed, and 
hundreds of millions of civilians dead. All ener- 
gies were turned to war - civilian technology, 
including water purification systems, deteno- 
lated drastically. 



The Second Succession War (2830-2863) was 
just as deadly, destructive, and indecisive as 
the first. The blossoming military technology 
withered as the scientists who created and 
nurtured it died in war. It became increasingly 
difficult to build the computers, large fusion 
power plants, BattleMechs, and dropships 
desperately needed for the relentless combat. 
Production slowed dramatically, lagging 
dangerously far behind battlefield losses. The 
Warlords were reduced to cannibalizing exist- 
ing equipment for spare parts to supplement 
the building of new weaponry. Salvage became 
vitally important to survival. 

The Third Succession War (2866-present) 
continues the brutal contest. Resources are too 
scarce to destroy, too valuable not to fight for. 
War is now a way of life. 



BATTLETECH Instruction Manual 15 



The Successor Houses 

The five houses locked in endless war over control of the Star League are: 




The House of Davion 

The Federated Suns 

Ruled by Hanse Davion, this is the most power- 
ful Successor House. Now loosely allied with 
the House of Sterner against the Houses of 
Kurita. Liao. and Marik. Hanse plans to marry 
Melissa, Katnna Slemer's daughter and chosen 
successor. 



The House of Steiner 

The Lyran Commonwealth 
This house derives its power from the strength 
of its industrial capacity, although its generals 
are famous for their incompetence. Ruled by 
Katrina Steiner. the house's territory is con- 
stantly besieged for its valuable resources. 





The House of Kurita 

The Dracoms Combine 

The House of Kurita holds several strategic stai 
systems formerly controlled by the House of 
Steiner. Ruler Takashi Kurita has formed an 
alliance with Janos Marik and Maximilian Liao. 



BATTLETECH Instruction Manual 16 




The House of Marik 

The Free Worlds League 

Ruler Janos Marik has had little opportunity to 

lead his troops in battle against the other houses 

because frequent civil war - including rebellions 

led by his own brothers - has consumed his time 

and energies. 



The House of Liao 

The Capellan Confederation 
The weakest of the five houses, Liao is ruled by 
Maximilian Liao. Heavy territorial losses and 
constant defeat have left the house incapable of 
i prolonged offensive, prompting it to seek 
... instance. 




The Mercenary Companies 

These independent fighting companies supple- 
ment house-controlled troops. They vary in size 
and quality, and their loyalty goes to the 
highest bidder. 



BATTLETECH Instruction Manual 17 



The Youngblood Family 

An old and illustrious family, the Youngbloods 
can be traced back for more than 1,000 years. 
Below is a brief listing of notable family mem- 
bers. 

Stuart Youngblood (2011-2097) 
Born during the civil war in ancient Soviet 
Union, Stuart graduated with a degree in 
physics from the then well-known Harvard 
University, where he carried on an early family 
tradition of playing a primitive field game 
known as football. He worked on fusion drives 
for the Alliance Parliament, which replaced the 
United Nations of his youth, stationed first on 
the newly discovered Tau Ceti and then on 
Epsilon Indi, He later formed the Youngblood 
Mining Corporation (YMC), which prospered in 
the asteroid belt. YMC was one of the first 
companies to transport entire asteroids to the 
Earth-Moon system. He invested much of his 
profit in early research to develop myomers 
(fiber bundles that contract like human muscle 
when exposed to electricity). However, re- 
search at that time was unable to develop 
myomers short enough to be used as a human 
prosthetic, and Stuart's company underwent 
financially troubled times. His children, seeing 
an unprofitable future in; the company, showed 
no interest in carrying on the business. Stuart 
left the YMC to his grandchildren, Emily and 
Frederick Youngblood. 



Emily (2074 - 2166) and 
Frederick (2077-21 60) Youngblood 
Emily Youngblood drifted away from the daily 
management of the YMC and became involved 
in the Deimos Project to develop Fastei Than 
Light (FTL) vehicles. She was a consulting 
crew member on the first FTL flight in 2108. 
Emily went on to become a representative to 
the Alliance Parliament, where she was instru- 
mental in bringing all space colonies under 
Terran jurisdiction. Resentful that he was left 
to save a floundering company, Frederick 
championed the anti-FTL movement that 
protested the billions of dollars being spent on 
the Deimos Project while people went hungry 
and homeless. The rift between brother and 
sister was never repaired. Ironically, it was 
Frederick who profited from the Deimos Project 
when he |oined others using FTL to exploit the 
stars It was Frederick's son, Mike Youngblood, 
who helped supervise the first Alliance Grand 
Survey that showed more than 100 colonies. 

Rob Youngblood (2159-2237) 
Mike's youngest son Rob ran the YMC into 
bankruptcy with his constant game playing, 
philandering, and gambling. He worked for 
Rudolph Ryan's ice ship business transporting 
icebergs to water-poor planets, a service that 
helped expand the Human Sphere to about. 600 
colonies. Rob worked up through the ranks and 
retired as a vice president of Ryan's company 
At his retirement, he and his son Jack joined 
with others moving to one of the outer planets 
that had declared independence from the 
Terran Alliance. Both Youngbloods perished in 
the 18-month rebellion. At this point, the 
Youngblood family history is unclear: technol- 
ogy, along with family records, was ignored as 
survival in the newly independent colonies 
became increasingly difficult. 



BATTLETECH Instruction Manual 18 



Marione Sperling Youngblood (2314-2399) 
Mom Lhe year the Terran Alliance collapsed, 
M.ii |one became a well-known journalist, first 
wilting about new technology and later acquir- 
ing fame as a war correspondent. While re- 
searching an article on the revival of myomer 
technology and the creation of the WorkMech 
foi mining, she discovered her relation to 
Stuart Youngblood, who was involved in early 

lid mining as well as the preliminary 
niyomer technology. When she could prove her 
1 1 lit ion (great-great-great-granddaugher of 
Rob Youngblood), she assumed the lost family 
name, persuading her siblings Christopher and 

Ian Sperling to join her. Marjorie was the 
I list reporter to travel to all ten separate states, 

i e she covered the constant border wars 
.mil arms races. 

Simon Youngblood (2381-2436) 
Simon. Christopher's grandson, was the first 
Youngblood in the military when he fought in 
the infantry for the Lyran Commonwealth. His 
outstanding conduct won him a place in the 
Lyran Honor Guard to witness the signing of 
the Ares Conventions, the chivalric code of war 
conduct. He continued on in the military — war 
being constant then as now — and was killed 
m action in 2436. 

Pia Youngblood (2421-2483) 
In one of the few remaining personal docu- 
ments left by a Youngblood. Pia attributes the 

i' Mth of her father, Simon, on her 15th birthday 
ris i he prime motivating force that propelled 
hei into the military. The first Youngblood 
woman in combat, Pia received her commission 
in 2439, the year Terra developed the Work- 
Mech into the BattleMech, changing the face of 
combat forever. Pia was decorated for bravery 
'lining the Lyran commando raids on Terran 

Mech production facilities that spread the new 
technology throughout the Human Sphere. 



Carl Youngblood (2555-2632) 
Carl carried on the family tradition of excelling 
in the military. Pia Youngblood would have 
been proud to know that her successful com- 
mando raid more than 100 years earlier made it 
technologically possible for her great-great - 
grandnephew to become the family's first 
MechWarrior. Carl earned his high status for 
leading the most daring and successful unit of 
the Unification War. Carl was also known for 
his watercolors of space, which he painted to 
pass the time on his frequent advisory trips to 
the Star League. 

Samuel (2581-2653) and Floyd (2581-2659) 
Youngblood 

These highly gifted identical twin sons of Carl 
Youngblood let their older brother Thomas 
follow in their father's MechWarrior footsteps 
while they turned their sharp minds to re- 
search. Samuel led the research team that, 
after 15 years of dedication, developed the FTL 
transmitters that greatly improved interstellar 
communications, often cutting transmittal time 
in half. Floyd was a lead member of the Star 
League's engineering group that produced a 
low-cost water purification system, enabling 
the Human Sphere to expand even further. 
Known to violently disagree from time to tune, 
Samuel and Floyd were, for the most part, a 
highly productive scientific team. 



BATTLETECH Instruction Manual 19 



Dawn Youngblood (2760-2819) 
Initially in MechWarnor training — as genera- 
tions of Youngbloods before her — Dawn 
became Protocol Officer for the Star League 
after a severe injury left her incapable of 
effective combat. She was present at the 
fateful meeting in 2781 when the Council, 
unable to come to a consensus as to the new 
leader, dissolved. Although she valiantly 
attempted to enforce diplomatic order, the 
meeting erupted in discord, never to meet 
again. Aware that war was inevitable, Dawn 
drew on her early 'Mech education to establish 
a BattleMech repair depot that repeatedly 
received commendations for keeping untold 
numbers of 'Mechs battle ready. She personally 
developed new techniques for repairs even as 
resources became more scarce as the wars 
progressed. She died in a Kunta attack on her 
'Mech plant 

Jeremiah Youngblood (b. 2981) 
Although many Youngbloods before him distin- 
guished themselves as Mech Warriors, Jere- 
miah has become a legend in his own time as 
unquestionably the best Phoenix Hawk pilot 
alive. He was a key member of the Kell Hounds 
from 3010 to 3016. In 3016. he risked his life in 
a daring assault on a heavily armed assassin 
from Kurita, saving Katrina Steiner's life and 
leaving him near death. On his recovery, his 
loyalty was rewarded with a promotion to 
Captain of the Planetary Security Force for 
Pacifica (Chara IV), where he moved with his 
family in 3017. 

Jason Youngblood (b 3010) 
Jason is Jeremiah's son. He began his Mech- 
Warnor training at the age of nine, Now 18 
years old, Jason is completing his course at 
The Citadel 



Credits 

BattleTech. The Crescent Hawk's Inception 

Based on concepts designed by : 
Michael Goldberg 
Westwood Associates 
Infocom, Inc. 
FASA Corporation 

Developed by Westwood Associates: 
Programming by Barry Green and Louis 

Castle 
Graphics by Maurine Starkey, Joseph B. 

Hewitt IV. and Michael Goldberg 
Sound by Paul Mudra 
Directed by Brett W. Sperry 

Produced by Christopher Erhardt 



BATTLETECH Instruction Manual 20 



We're Never Satisfied 

Here at Infocom. we're constantly trying to 
push back the envelope" and explore the 
I Kissibilities of this fledgling medium. Your 
input is important. If you liked or disliked the 
game, or some section of it, or if you found a 
bug, or if you think a certain puzzle was too 
hard or too easy, or if you have some other 
suggestion, drop us a note! We love every 
I'xcuse to stop working, and a letter from you is 
I ust such an excuse! Write to: 

Infocom, Inc. 

125 CambridgePark Drive 
Cambridge, MA 02140 
Attn: Melissa Steiner 



THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL 
WARRANTIES, EXPRESS. IMPLIED. OR STATUTORY. INCLUDING 
BUT NOT LIMITED TO. ANY IMPLIED WARRANTIES OF MER- 
CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
AND OF ANY OTHER WARRANTY OBLIGATION ON THE PART 
OF INFOCOM, INC SOME STATES DO NOT ALLOW LIMITATIONS 
ON HOW LONG AN IMPLIED WARRANTY LASTS. SO THE ABOVE 
LIMITATION MAY NOT APPLY TO YOU IN NO EVENT SHALL IN 
FOCOM. INC OR ANYONE ELSE WHO HAS BEEN INVOLVED IN 
THE CREATION AND PRODUCTION OF THIS COMPUTER SOFT 
WARE PROGRAM BE LIABLE FOR INDIRECT. SPECIAL. OR CON 
SEQUENTIAL DAMAGES. SUCH AS. BUT NOT LIMITED TO, LOSS 
OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM THE 
USE OF THIS PROGRAM. OR ARISING OUT OF ANY BREACH OF 
THIS WARRANTY SOME STATES DO NOT ALLOW THE 
EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUEN 
TIAL DAMAGES. SO THE ABOVE LIMITATION MAY NOT APPLY 
TO YOU 

N B Alter the warranty period, a defective Infocom disk may be 
returned to Inlocom. Inc Willi a check or money order for 55.00 US 
currency for replacement 



If You Have Technical Problems 

You can call the Infocom Technical Support 
Team to report "bugs" and technical problems, 
but not for hints to play the game, at (617) 576- 
3190. If your disks develop a problem within 
ninety (90) days after purchase, we will replace 
them at no charge. Otherwise, there is a re- 
placement fee of S5 (U.S. currency). Return 
vour registration card to register yourself as a 
proud owner of an Infocom role playing game, 
,md to receive our guarterly magazine. 

Copyright and Warranty 
Information 

Limited Warranty 

This software product and the attached instructional materials are 
AS IS." without warranty as to their performance. The entire 
i i;k as to the quality and performance of the computer software 

; nil is assumed by the user 
I lowevet, to the original purchaser of a disk prepared by Infocom 
uid carrying the Infocom label on the disk ]acket. Infocom. Inc 
i/arrants the medium on which the program is recorded to be free 
I'lects in materials and faulty workmanship under normal 
md service for a period of ninety (901 days from the date of 
purchase If during this period a defect on the medium should 

the medium may be relumed to Infocom. Inc or to an au- 
ihonzed Infocom Inc dealer and Infocom. Inc will replace the 
medium without charge to you Your sole and exclusive remedy in 

vent of a defect is expressly limited to replacement ol 
medium as provided above This warranty gives you specific legal 
nglils and you may also have other rights which vary from stale to 
L< 



Copyright 

The enclosed software product is copyrighted and all rights aie 
reserved by Infocom. Inc It is published exclusively by Infocom. 
Inc The distribution and sale of this product are intended for the 
use of the original purchaser only and for use only on Ihe computer 
system specified Lawful users of this program are hereby licensed 
only to read the program from us medium into memory ol a 
compute: solely for the purpose of executing the program Copying 
(except for one backup copy on those systems which provide for it - 
see Reference Cud), duplicating, selling, or otherwise distributing 
this product is a violation of the law. 

This manual and all other documentation contained herein are 
copyrighted and all rights reserved by Infocom. Inc. These 
documents may not, in whole or in part, be copied, photocopied. 
reproduced, translated, or reduced to any electronic medium or 
machine-readable form without prior consent, in writing, from 
Infocom. Inc 

Willful violations of the Copyright Law of the United States can 
result in civil damages of up to S50.000 in addition to actual 
damages, plus criminal penalties of up to one year imprisonment 
and/or SI 0,000 tine 

BattleTech and MechWamoi are registered trademarks and Bat- 
iloMech and Mech are trademarks of FASA Corporation The Cres 
cent Hawk's Inception is published by Infocom under exclusive 
license from FASA Corporation, the trademark owner 

Board game design, characters and universe I 1988 FASA 

The Crescent Hawks Inception is a trademark ol Infocom, Inc 

• 1988 Infocom. Inc 
Primed mUSA 



BATTLETECH Instruction Manual 21 



INFOCOM 

Proof of Purchase 

BattleTech: CHI 



G-IF2-03